The 5e Player's Cheat Sheet Portrait Color
The 5e Player's Cheat Sheet Portrait Color
Modifiers
• Ability Modifier: The bonus from the relevant ability score.
• Proficiency Bonus: A level-based bonus based on proficiency.
• Additional Modifiers: From your race, class, effects, etc.
The proficiency bonus is added to skill checks, saving throws, or at-
5 e is a tabletop roleplaying system where you create an interactive tacks when a character is proficient in. If your character has Expertise
story through your imagination, narration, combat, and dice rolls. in a skill, the bonus is doubled.
You can play in a group with a Dungeon Master or in a solo adventure. Advantage & Disadvantage
Success in the game is based on rolling a twenty-sided die (d20) for A situation may grant Advantage or Disadvantage on a roll.
Ability Checks, Saving Throws, and Attack Rolls. • Advantage: Roll a d20 twice and use the higher result.
They are rolled against the Difficulty Class (DC) or Armor Class (AC) • Disadvantage: Roll a d20 twice and use the lower result.
of your challenge and determine the success or failure of your roll. If you are awarded Inspiration, you can use your Inspiration at any
time to make roll of your choice with Advantage!
Rests
Adventurers can take short rests during an adventuring day and a long
Saving Throws rest at the end. Many abilities with limited uses recharge their uses on
short or long rests.
Many spells and abilities allow you a roll to resist its effects. Saving
throws are against a DC set in the effect’s description. Short Rest: A short rest is 1 hour long. Roll up to the character’s max-
imum level number of Hit Dice and add the character’s Constitution
To roll a saving throw, simply roll a d20 and add the appropriate modifier to it. Regain the total as HP.
ability modifer.
Long Rest: A long rest is at least 8 hours long. At the end of a long
rest, a character regains all Hit Points and up to half their Hit Dice.
ROLLING A D20
Ability Checks, Saving Throws, and Attack Rolls
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Combat
Initiative:
Your Turn
You can do the following in any order:
• Move up to your Speed
• Take one (1) Action
• Take one (1) Bonus Action (if you have one) Vulnerability: Take double damage from a damage type.
Resistance: Take half damage from a damage type.
Common Actions Immunity: Take no damage from a damage type.
Help SPELLS
Give another character Advantage on the next roll. A spell with a level that consumes spell slots of the corresponding
Hide level.
Make a Stealth check to hide.
Spell Save DC
Ready Many spells require a Saving Throw in their descriptions. The
Choose an Action and a trigger. If the trigger happens, take Difficulty Class (DC) is: 8 + spellcasting ability bonus + proficiency bonus
your Action as a Reaction.
Concentration Checks
Bonus Actions If a spell requires Concentration, casting another
Bonus Actions include spells and special abilities identified as spell with Concentration ends that spell.
Bonus Actions in their descriptions.
Taking damage requires a
Reactions Constitution saving throw
against DC 10 or half the
You can take one (1) Reaction each turn but only on another per-
amount of damage (whichever
son’s turn. Most reactions are part of a character’s special abilities.
is higher).
Opportunity Attack
If an opponent moves out of your reach, use your reaction to make
a melee attack against that opponent.
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